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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Refactoring part 2 [W.I.P]
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242
src/game/Movement/Spline/MoveSplineInit.cpp
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242
src/game/Movement/Spline/MoveSplineInit.cpp
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/*
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "MoveSplineInit.h"
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#include "MoveSpline.h"
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#include "MovementPacketBuilder.h"
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#include "Unit.h"
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#include "Transport.h"
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#include "Vehicle.h"
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#include "WorldPacket.h"
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#include "Opcodes.h"
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namespace Movement
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{
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UnitMoveType SelectSpeedType(uint32 moveFlags)
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{
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if (moveFlags & MOVEMENTFLAG_FLYING)
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{
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if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.flight >= speed_obj.flight_back*/)
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return MOVE_FLIGHT_BACK;
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else
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return MOVE_FLIGHT;
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}
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else if (moveFlags & MOVEMENTFLAG_SWIMMING)
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{
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if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.swim >= speed_obj.swim_back*/)
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return MOVE_SWIM_BACK;
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else
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return MOVE_SWIM;
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}
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else if (moveFlags & MOVEMENTFLAG_WALKING)
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{
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//if (speed_obj.run > speed_obj.walk)
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return MOVE_WALK;
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}
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else if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.run >= speed_obj.run_back*/)
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return MOVE_RUN_BACK;
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// Flying creatures use MOVEMENTFLAG_CAN_FLY or MOVEMENTFLAG_DISABLE_GRAVITY
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// Run speed is their default flight speed.
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return MOVE_RUN;
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}
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int32 MoveSplineInit::Launch()
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{
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MoveSpline& move_spline = *unit->movespline;
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bool transport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
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Location real_position;
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows CalculatePath spline position and update map position in much greater intervals
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// Don't compute for transport movement if the unit is in a motion between two transports
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if (!move_spline.Finalized() && move_spline.onTransport == transport)
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real_position = move_spline.ComputePosition();
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else
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{
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Position const* pos;
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if (!transport)
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pos = unit;
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else
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pos = &unit->m_movementInfo.transport.pos;
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real_position.x = pos->GetPositionX();
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real_position.y = pos->GetPositionY();
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real_position.z = pos->GetPositionZ();
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real_position.orientation = unit->GetOrientation();
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}
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// should i do the things that user should do? - no.
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if (args.path.empty())
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return 0;
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// corrent first vertex
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args.path[0] = real_position;
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args.initialOrientation = real_position.orientation;
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move_spline.onTransport = transport;
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uint32 moveFlags = unit->m_movementInfo.GetMovementFlags();
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moveFlags |= (MOVEMENTFLAG_SPLINE_ENABLED|MOVEMENTFLAG_FORWARD);
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if (moveFlags & MOVEMENTFLAG_ROOT)
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moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
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if (!args.HasVelocity)
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{
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// If spline is initialized with SetWalk method it only means we need to select
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// walk move speed for it but not add walk flag to unit
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uint32 moveFlagsForSpeed = moveFlags;
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if (args.flags.walkmode)
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moveFlagsForSpeed |= MOVEMENTFLAG_WALKING;
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else
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moveFlagsForSpeed &= ~MOVEMENTFLAG_WALKING;
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args.velocity = unit->GetSpeed(SelectSpeedType(moveFlagsForSpeed));
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}
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if (!args.Validate(unit))
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return 0;
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unit->m_movementInfo.SetMovementFlags(moveFlags);
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move_spline.Initialize(args);
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WorldPacket data(SMSG_MONSTER_MOVE, 64);
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data.append(unit->GetPackGUID());
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if (transport)
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{
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data.SetOpcode(SMSG_MONSTER_MOVE_TRANSPORT);
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data.appendPackGUID(unit->GetTransGUID());
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data << int8(unit->GetTransSeat());
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}
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Movement::SplineBase::ControlArray* visualPoints = const_cast<Movement::SplineBase::ControlArray*>(move_spline._Spline().allocateVisualPoints());
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visualPoints->resize(move_spline._Spline().getPointCount());
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// Xinef: Apply hover in creature movement packet
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if (unit->IsHovering())
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std::transform(move_spline._Spline().getPoints(false).begin(), move_spline._Spline().getPoints(false).end(), visualPoints->begin(), HoverMovementTransform(unit->GetHoverHeight()));
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else
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std::copy(move_spline._Spline().getPoints(false).begin(), move_spline._Spline().getPoints(false).end(), visualPoints->begin());
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PacketBuilder::WriteMonsterMove(move_spline, data);
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unit->SendMessageToSet(&data,true);
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return move_spline.Duration();
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}
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void MoveSplineInit::Stop()
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{
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MoveSpline& move_spline = *unit->movespline;
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// No need to stop if we are not moving
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if (move_spline.Finalized())
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return;
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bool transport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
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Location loc;
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if (move_spline.onTransport == transport)
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loc = move_spline.ComputePosition();
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else
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{
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Position const* pos;
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if (!transport)
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pos = unit;
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else
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pos = &unit->m_movementInfo.transport.pos;
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loc.x = pos->GetPositionX();
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loc.y = pos->GetPositionY();
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loc.z = pos->GetPositionZ();
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loc.orientation = unit->GetOrientation();
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}
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args.flags = MoveSplineFlag::Done;
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unit->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE_ENABLED);
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move_spline.onTransport = transport;
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move_spline.Initialize(args);
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WorldPacket data(SMSG_MONSTER_MOVE, 64);
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data.append(unit->GetPackGUID());
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if (transport)
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{
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data.SetOpcode(SMSG_MONSTER_MOVE_TRANSPORT);
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data.appendPackGUID(unit->GetTransGUID());
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data << int8(unit->GetTransSeat());
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}
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// Xinef: increase z position in packet
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loc.z += unit->GetHoverHeight();
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PacketBuilder::WriteStopMovement(loc, args.splineId, data);
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unit->SendMessageToSet(&data, true);
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}
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MoveSplineInit::MoveSplineInit(Unit* m) : unit(m)
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{
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args.splineId = splineIdGen.NewId();
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args.TransformForTransport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
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// mix existing state into new
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args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
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args.flags.flying = unit->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY));
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}
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void MoveSplineInit::SetFacing(const Unit* target)
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{
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args.flags.EnableFacingTarget();
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args.facing.target = target->GetGUID();
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}
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void MoveSplineInit::SetFacing(float angle)
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{
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if (args.TransformForTransport)
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{
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if (Unit* vehicle = unit->GetVehicleBase())
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angle -= vehicle->GetOrientation();
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else if (Transport* transport = unit->GetTransport())
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angle -= transport->GetOrientation();
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}
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args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
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args.flags.EnableFacingAngle();
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}
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void MoveSplineInit::MoveTo(const Vector3& dest, bool generatePath, bool forceDestination)
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{
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if (generatePath)
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{
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PathGenerator path(unit);
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bool result = path.CalculatePath(dest.x, dest.y, dest.z, forceDestination);
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if (result && !(path.GetPathType() & PATHFIND_NOPATH))
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{
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MovebyPath(path.GetPath());
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return;
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}
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}
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args.path_Idx_offset = 0;
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args.path.resize(2);
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TransportPathTransform transform(unit, args.TransformForTransport);
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args.path[1] = transform(dest);
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}
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Vector3 TransportPathTransform::operator()(Vector3 input)
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{
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if (_transformForTransport)
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if (TransportBase* transport = _owner->GetDirectTransport())
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transport->CalculatePassengerOffset(input.x, input.y, input.z);
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return input;
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}
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}
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